Grant Takes Command Support Center

Volume 7 in the Great Campaigns of the Civil War series,
Grant Takes Command, was released in May 2001 by
Multi-Man Publishing (but is now sold out). This support center is the place
to come to help you get started with this game.

Grant
Takes Command is a strategic boardgame simulating the Army of the
Potomac's Overland Campaign to take Richmond in the spring of 1864. The
campaign featured the first showdown between Ulysses S. Grant and Robert
E. Lee. There is a basic game that consists
of eight scenarios of different play length and complexity. The advanced game allows
players to simulate the entire campaign and is divided into four scenarios
(two of which require other games in the series that are linked with Grant
Takes Command).

Page 3 of the Grant Takes Command rulebook states "In the
overlap area, the north map lies on top of the south map."
Since publication, however, I've looked over the final maps and revised my
opinion of the best way to join the two maps. I now think it is better
to place the south map on top. I've also found a way to join them
with a minimum number of cuts. So here is the...

Recommended Method
to Join the Maps

Cut the gray border off the top of the south map. You can leave
the borders on the east, west, and south edges.

Working with the south map, cut off the half-hexes above hexes S0201,
S0401, S0601, S0801, S1001, S1201, S1401, S1601, S1801, S2001, S2201, and
S2401. You DO NOT need to continue any further to the
east. The south map lies on top of the north map perfectly across
the rest of the map.

You'll also need to cut around the left-hand side of hex S0101.

Place the south map on top of the north map and you are ready to play.

Map Corrections and Clarifications

NORTH MAP:

N1334: This hex should contain a road to the
southeast to be consistent with the south map.

SOUTH MAP:

S5620 (Liberty Hall) and S5823 (White House): These two hexes
should both contain a landing.

Scenario 5, Victory Conditions: Replace the word
"destroyed" with "damaged" for the railroad stations in the
victory condition list (these are the first nine victory conditions listed).

Page 24, left column: For the purpose of
the example at the bottom of this column (and the top of the next column),
assume there is a landing in hex N5317 on the NW corner of the land in that hex.
(We didn't end up with any landing hexes on a river isthmus like there were in On
To Richmond, but I wanted to keep the explanation in the rules...)

Page 24, right column: The hex number for
amphibious movement to the Potomac River should be N5110, not N5408. Note
that even though the map legend partially blocks the path to these hexes,
amphibious movement up the river to the landings at N4807, N4902, and N4903 is
permitted, and all three of these landings are 9 hexes or less from N5110
(allowing them to be reached from Fort Monroe with a move of three fatigue
levels).

Page 25, right column: The hex number for
Goochland Court House should be S1019, not S1120.

Scenario 11, Special Rule 7, "Washington
Artillery": The last sentence should read: "If the
Washington Artillery has already been eliminated, the Confederate Player must
deduct a total of 3 from the artillery values of Special Reinforcements
(see 25.1) arriving from Turns 7 to 12."

Scenario 11, Confederate Setup: The command for
the Washington Artillery should be SEV, not P-I.

Great Campaigns of the American Civil War, Stonewall Jackson's Way, Here Come the Rebels, Roads to Gettysburg, Stonewall in the Valley, Stonewall's Last Battle and On to Richmond are trademarks of Avalon Hill Games, Inc. used with permission. Avalon Hill Games, Inc., a Hasbro affiliate. All rights reserved.